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View Full Version : Physx fluid emitters



musichopper
11-09-2009, 04:45 AM
I have been messing with getting Physx fluidmesh working and did however, the effect even when putting the mesh as spheres and the material as translucent, looks like a ball pit or a bunch of marbles instead of LIQUID/Water etc. I thought I could trick it by making the particles very tiny but then it looked like very small marbles and the amount it required lagged the hell out of the engine lol.

What is the proper material and mesh setup to get it to look like water like in the physx demos and videos?

Having a very tough time with it, especially when the UDK keeps randomly crashing.

EDIT:

I just realized there would have to be "Screen space meshes" used with smoothing. This is how it is done for their tech demos. How could we get this working in UDK?
I never worked with screen space meshes before and keeping track of all particles and then smoothing them based on distance seems like a tough task.

lorendroll
10-09-2011, 04:18 PM
Bump. I'm looking for optimization tips. I made some fluid particles to simulate the water:

http://www.youtube.com/watch?v=ICi2YOZbK3s
But it handles only ~10 000 particles because it doesn't use GPU acceleration. I changed the BaseEngine.ini property "bDisablePhysXHardwareSupport=False" and the log says hardware is enabled. I also set my level world physics properties so everything has bUseHardware=True. But no difference. The NVidia fluid particles demos shows me ~62 535 without lags (http://nzone.download.nvidia.com/nodlm/fluid_demo_1.0.1.4.msi and http://nzone.download.nvidia.com/nodlm/PhysxFluids_by_KennethBugeja.exe).

ambershee
10-10-2011, 05:14 AM
That's probably one of the better attempts I've seen - sadly UDK does not support any kind of metaball solution, so this is about as good as can be acheived.